Star Fighters is a fast paced 3v3 arena with emphasize on objectives. Players use physics-based skills to outplay their opponents and gain control over the crystals located in the center of the arena.
As another twist to the gameplay, all aircrafts move with unstoppable force, making players move forward at a constant speed, as well as having a slow, realistic turn rate (no sharp turns!).
The objective is very unique, but is similar(-ish) to the Capture The Flag- and Domination genres known from various shooters and strategy games. Score is gained by picking up, and successfully delivering, crystals to one of two fields located to the north and south of the arena.
Screenshots
Can't find a lobby? Don't worry!
When developing Star Fighters, I managed to tailor a highly challenging AI with player-like behavior, that can keep even experienced players under pressure.
If you find yourself unable to get a full lobby, just hit Play and AI will take control of any empty player slots.
Game Philosophy
Star Fighters is a fast-paced arena pumped with action and teamplay. One of the most significant requirements I had when designing the game, was to keep it easy to just pick up and play for a desired timeframe. The challenge behind this requirement, is the fact that it's a teamgame and therefor shouldn't be ruined because of a teammate disconnecting. To solve this issue, I kept each match to a fixed time limit of maximum 10 minutes, and tailored an intelligent AI, that can challenge even experienced players. If a player happens to leave, AI will take over.
While the game mechanics have a lot of depth, new players will never find themselves useless - not even their first time playing. Star Fighters is designed with the classic "easy to learn, but hard to master" game philosophy in mind. This means that the controls are kept as easy to learn as possible, but at the same time gives veteran players the ability to utilize their experience through clever use of the very same toolset.
With the action-packed gameplay of Star Fighters, it required a simple UI, that would not distract the player, but at the same time look fresh, new and informative. For that reason, I designed it around being transparent and clean looking, while keeping its beauty through smooth, harmonic colors matching the game field.
Having a suggestion?
Speak up! Star Fighters has just recently entered the public beta phase, which means I am still very much open to any kind of thoughts and suggestions, whether it's gameplay-related or simply an issue that should be addressed.
It's funny; the additions that you mention are actually all part of what I am currently playing around with. Thanks for agreeing with my thoughts though - confirms that I am taking this in the right direction :)
In case anyone's interested, I attached a random screenshot of what my current build looks like:
As Star Fighters's public release is drawing close, I am happy to announce that you can now follow the development actively and hands-on. Join a game of Star Fighters from within the Arcade (Americas & Europe), and leave your feedback here for me to continually improve upon the game.
I am happy to announce that Star Fighters has now officially been released on the Arcade (Americas & Europe). This is however not the end of it - major updates are to be released in the future, including the frequently suggested Arcade (PvE) mode. It is important to note that all player progress carries over with the release, so you'll keep your level. If you have any sugeestions, feel free to leave your feedback here or in a private message.
Maker of GSL Atlas Presents
Star Fighters
Public Release
NA starcraft://map/1/233250
EU starcraft://map/2/162332
What's Star Fighters?
Star Fighters is a fast paced 3v3 arena with emphasize on objectives. Players use physics-based skills to outplay their opponents and gain control over the crystals located in the center of the arena. As another twist to the gameplay, all aircrafts move with unstoppable force, making players move forward at a constant speed, as well as having a slow, realistic turn rate (no sharp turns!). The objective is very unique, but is similar(-ish) to the Capture The Flag- and Domination genres known from various shooters and strategy games. Score is gained by picking up, and successfully delivering, crystals to one of two fields located to the north and south of the arena.
Screenshots
Can't find a lobby? Don't worry!
When developing Star Fighters, I managed to tailor a highly challenging AI with player-like behavior, that can keep even experienced players under pressure. If you find yourself unable to get a full lobby, just hit Play and AI will take control of any empty player slots.
Game Philosophy
Star Fighters is a fast-paced arena pumped with action and teamplay. One of the most significant requirements I had when designing the game, was to keep it easy to just pick up and play for a desired timeframe. The challenge behind this requirement, is the fact that it's a teamgame and therefor shouldn't be ruined because of a teammate disconnecting. To solve this issue, I kept each match to a fixed time limit of maximum 10 minutes, and tailored an intelligent AI, that can challenge even experienced players. If a player happens to leave, AI will take over. While the game mechanics have a lot of depth, new players will never find themselves useless - not even their first time playing. Star Fighters is designed with the classic "easy to learn, but hard to master" game philosophy in mind. This means that the controls are kept as easy to learn as possible, but at the same time gives veteran players the ability to utilize their experience through clever use of the very same toolset.
With the action-packed gameplay of Star Fighters, it required a simple UI, that would not distract the player, but at the same time look fresh, new and informative. For that reason, I designed it around being transparent and clean looking, while keeping its beauty through smooth, harmonic colors matching the game field.
Having a suggestion?
Speak up! Star Fighters has just recently entered the public beta phase, which means I am still very much open to any kind of thoughts and suggestions, whether it's gameplay-related or simply an issue that should be addressed.
See you in space!
That's a really clean looking UI.
Kinda an odd map name though. What made you pick it?
@TyaStarcraft: Go
Thanks. A clean UI has been a high priority of mine. I hate when things start distracting from the actual game.
Regarding the name, I thought it described the theme of the map well. I will however change map name with an upcoming (huge!) patch.
@Trieva: Go
It's funny; the additions that you mention are actually all part of what I am currently playing around with. Thanks for agreeing with my thoughts though - confirms that I am taking this in the right direction :)
In case anyone's interested, I attached a random screenshot of what my current build looks like:
Star Fighters: Update
Patch 0.8.3 is LIVE
As Star Fighters's public release is drawing close, I am happy to announce that you can now follow the development actively and hands-on. Join a game of Star Fighters from within the Arcade (Americas & Europe), and leave your feedback here for me to continually improve upon the game.
Star Fighters: Update
Patch 1.0.0 is LIVE
I am happy to announce that Star Fighters has now officially been released on the Arcade (Americas & Europe). This is however not the end of it - major updates are to be released in the future, including the frequently suggested Arcade (PvE) mode. It is important to note that all player progress carries over with the release, so you'll keep your level. If you have any sugeestions, feel free to leave your feedback here or in a private message.
TheSkunk has done an Arcade Preview of Star Fighters available here. Be sure to check it out, he has done a great job!